Add initial support for shader binding sets (WIP)

This commit is contained in:
Jérôme Leclercq
2021-06-14 22:35:05 +02:00
parent 815a7b0c62
commit f22b501e25
53 changed files with 885 additions and 511 deletions

View File

@@ -13,68 +13,66 @@
namespace Nz
{
void OpenGLShaderBinding::Apply(const GL::Context& context) const
void OpenGLShaderBinding::Apply(const OpenGLRenderPipelineLayout& pipelineLayout, UInt32 setIndex, const GL::Context& context) const
{
for (std::size_t i = 0; i < m_owner.GetTextureDescriptorCount(); ++i)
//TODO: Check layout compaitiblity
const auto& bindingMapping = pipelineLayout.GetBindingMapping();
const auto& layoutInfo = pipelineLayout.GetLayoutInfo();
m_owner.ForEachDescriptor(m_poolIndex, m_bindingIndex, [&](UInt32 bindingIndex, auto&& descriptor)
{
const auto& textureDescriptor = m_owner.GetTextureDescriptor(m_poolIndex, m_bindingIndex, i);
using DescriptorType = std::decay_t<decltype(descriptor)>;
UInt32 textureIndex = textureDescriptor.bindingIndex;
if (textureIndex == OpenGLRenderPipelineLayout::InvalidIndex)
continue;
auto bindingIt = std::find_if(layoutInfo.bindings.begin(), layoutInfo.bindings.end(), [&](const auto& binding) { return binding.setIndex == setIndex && binding.bindingIndex == bindingIndex; });
if (bindingIt == layoutInfo.bindings.end())
throw std::runtime_error("invalid binding index");
context.BindSampler(textureIndex, textureDescriptor.sampler);
context.BindTexture(textureIndex, textureDescriptor.textureTarget, textureDescriptor.texture);
}
const auto& bindingInfo = *bindingIt;
for (std::size_t i = 0; i < m_owner.GetUniformBufferDescriptorCount(); ++i)
{
const auto& uboDescriptor = m_owner.GetUniformBufferDescriptor(m_poolIndex, m_bindingIndex, i);
auto bindingMappingIt = bindingMapping.find(UInt64(setIndex) << 32 | bindingIndex);
assert(bindingMappingIt != bindingMapping.end());
UInt32 uboIndex = uboDescriptor.bindingIndex;
if (uboIndex == OpenGLRenderPipelineLayout::InvalidIndex)
continue;
UInt32 bindingPoint = bindingMappingIt->second;
context.BindUniformBuffer(uboDescriptor.bindingIndex, uboDescriptor.buffer, uboDescriptor.offset, uboDescriptor.size);
}
if constexpr (std::is_same_v<DescriptorType, OpenGLRenderPipelineLayout::TextureDescriptor>)
{
if (bindingInfo.type != ShaderBindingType::Texture)
throw std::runtime_error("descriptor (set=" + std::to_string(setIndex) + ", binding=" + std::to_string(bindingIndex) + ") is not a texture");
context.BindSampler(bindingPoint, descriptor.sampler);
context.BindTexture(bindingPoint, descriptor.textureTarget, descriptor.texture);
}
else if constexpr (std::is_same_v<DescriptorType, OpenGLRenderPipelineLayout::UniformBufferDescriptor>)
{
if (bindingInfo.type != ShaderBindingType::UniformBuffer)
throw std::runtime_error("descriptor (set=" + std::to_string(setIndex) + ", binding=" + std::to_string(bindingIndex) + ") is not an uniform buffer");
context.BindUniformBuffer(bindingPoint, descriptor.buffer, descriptor.offset, descriptor.size);
}
else
static_assert(AlwaysFalse<T>::value, "non-exhaustive visitor");
});
}
void OpenGLShaderBinding::Update(const Binding* bindings, std::size_t bindingCount)
{
const auto& layoutInfo = m_owner.GetLayoutInfo();
for (std::size_t i = 0; i < bindingCount; ++i)
{
const Binding& binding = bindings[i];
assert(binding.bindingIndex < layoutInfo.bindings.size());
const auto& bindingDesc = layoutInfo.bindings[binding.bindingIndex];
std::size_t resourceIndex = 0;
for (std::size_t j = binding.bindingIndex; j > 0; --j)
std::visit([&](auto&& arg)
{
// Use j-1 to prevent underflow in for loop
if (layoutInfo.bindings[j - 1].type == bindingDesc.type)
resourceIndex++;
}
using T = std::decay_t<decltype(arg)>;
switch (bindingDesc.type)
{
case ShaderBindingType::Texture:
if constexpr (std::is_same_v<T, TextureBinding>)
{
if (!std::holds_alternative<TextureBinding>(binding.content))
throw std::runtime_error("binding #" + std::to_string(binding.bindingIndex) + " is a texture but another binding type has been supplied");
auto& textureDescriptor = m_owner.GetTextureDescriptor(m_poolIndex, m_bindingIndex, binding.bindingIndex);
const TextureBinding& texBinding = std::get<TextureBinding>(binding.content);
auto& textureDescriptor = m_owner.GetTextureDescriptor(m_poolIndex, m_bindingIndex, resourceIndex);
textureDescriptor.bindingIndex = UInt32(binding.bindingIndex);
if (OpenGLTexture* glTexture = static_cast<OpenGLTexture*>(texBinding.texture))
if (OpenGLTexture* glTexture = static_cast<OpenGLTexture*>(arg.texture))
{
textureDescriptor.texture = glTexture->GetTexture().GetObjectId();
if (OpenGLTextureSampler* glSampler = static_cast<OpenGLTextureSampler*>(texBinding.sampler))
if (OpenGLTextureSampler* glSampler = static_cast<OpenGLTextureSampler*>(arg.sampler))
textureDescriptor.sampler = glSampler->GetSampler(glTexture->GetLevelCount() > 1).GetObjectId();
else
textureDescriptor.sampler = 0;
@@ -87,23 +85,14 @@ namespace Nz
textureDescriptor.texture = 0;
textureDescriptor.textureTarget = GL::TextureTarget::Target2D;
}
break;
}
case ShaderBindingType::UniformBuffer:
else if constexpr (std::is_same_v<T, UniformBufferBinding>)
{
if (!std::holds_alternative<UniformBufferBinding>(binding.content))
throw std::runtime_error("binding #" + std::to_string(binding.bindingIndex) + " is an uniform buffer but another binding type has been supplied");
auto& uboDescriptor = m_owner.GetUniformBufferDescriptor(m_poolIndex, m_bindingIndex, binding.bindingIndex);
uboDescriptor.offset = arg.offset;
uboDescriptor.size = arg.range;
const UniformBufferBinding& uboBinding = std::get<UniformBufferBinding>(binding.content);
auto& uboDescriptor = m_owner.GetUniformBufferDescriptor(m_poolIndex, m_bindingIndex, resourceIndex);
uboDescriptor.bindingIndex = static_cast<UInt32>(binding.bindingIndex);
uboDescriptor.offset = uboBinding.offset;
uboDescriptor.size = uboBinding.range;
if (OpenGLBuffer* glBuffer = static_cast<OpenGLBuffer*>(uboBinding.buffer))
if (OpenGLBuffer* glBuffer = static_cast<OpenGLBuffer*>(arg.buffer))
{
if (glBuffer->GetType() != BufferType::Uniform)
throw std::runtime_error("expected uniform buffer");
@@ -112,10 +101,11 @@ namespace Nz
}
else
uboDescriptor.buffer = 0;
break;
}
}
else
static_assert(AlwaysFalse<T>::value, "non-exhaustive visitor");
}, binding.content);
}
}